three.js testbed
with orbitControls, XZgrid, info
by 蔡 育曄
HTML
<div id="info">hw2 helper
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
class Particle {
constructor (mesh, color, rad = 10) {
this.pos = new THREE.Vector3();
this.prevPos = new THREE.Vector3();
this.vel = new THREE.Vector3();
this.force = new THREE.Vector3();
this.mesh = mesh;
this.radius = rad;
this.light = new THREE.PointLight (color, 1.8, 100);
scene.add (this.light)
scene.add (this.mesh) // add to scene when particle is created
//console.log (color)
this.mesh.material.color.copy ( color );
this.mesh.material.emissive.copy(color);
}
update (dt) {
this.prevPos.copy(this.pos);
this.vel.add (this.force.clone().multiplyScalar (dt))
this.pos.add (this.vel.clone().multiplyScalar(dt))
this.collidingPlanes (planes);
this.collidingParticles(particles);
this.collidingWalls(walls);
// simple collision
/*
if (this.pos.z > 100 - this.radius) {
const CR = 0.9
this.pos.z = 100 - this.radius
this.vel.z = - CR * this.vel.z;
}
*/
this.mesh.position.copy (this.pos)
this.light.position.copy (this.pos)
this.light.position.y += 20
}
collidingPlanes (planes) {
const EPS = 1e-3
const CR = 0.96
for (let i = 0; i < planes.length; i++) {
let plane = planes[i]
let point = this.pos.clone().sub (plane.ptOnPl)
if ( point.dot(plane.normal) < EPS + this.radius) {
// position correction
this.pos.copy (plane.ptOnPl.clone().add (point.projectOnPlane(plane.normal)) )
this.pos.add (plane.normal.clone().multiplyScalar(this.radius))
// velocity update
this.vel.sub (plane.normal.clone().multiplyScalar ((1+CR)*this.vel.dot(plane.normal)))
//return; // assume particle collides with AT MOST one plane
}
}
}
collidingParticles(particles) {
const EPS = 1e-3;
for (let i = 0; i < particles.length; i++) {
let particle = particles[i];
let distance = this.pos.distanceTo(particle.pos);
//console.log(this.vel)
if(distance < this.radius +particle.radius&&...